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  #141  
Old October 18th, 2006, 02:54 PM
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Default Re: Patch Improvements

Ah, thanks for the tip. That certainly solves the issues of hording, I think. Or at least stalls the issue. I'll have to play out an SP game gunning specifically for clams and see just how economical the strategy is.
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  #142  
Old October 18th, 2006, 03:31 PM
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Default Re: Patch Improvements

Quote:
JaydedOne said:
Quote:
Cainehill said:
One improvement that would really be nice : An option to _not_ have any mercenaries show up for the first 10 (or X) turns. An awful lot of Dom2 games had to use "no hiring mercenaries the first 10 turns" as a house rule, just because early game mercs could be so imbalancing.

And it's looking just the same with Dom3 : the nation that gets the first mercenaries is often getting the first three or four mercs, because of the leg up on expansion & thus gold income it gives.

The mercs are wonderful for SP games, but can add too much of a luck factor to MP : getting a full 20-60 temporary troops in place of 3-10 regular troops is a huge boost.
I can readily understand your point and might even agree. I do tend to find that the mercs really -do- make a huge difference in early expansion. That said, one balancing factor might be that the bidding system helps check this somewhat. If I put half of my starting gold towards a mercenary, I'm necessarily also gutting my magic research or my early expansion if I -don't- win the bid.
Which is yet another reason why the person who wins the mercs gets a big leg up : anyone else who bids is generally setback compared to if they hadn't bid. Mind, I'm not sure that losing 4 points of research is gutting research, especially with the longer research times in Dom3.

I think an awful lot of people bid, because of the large advantage, and for a good merc it might just be the person who alchemizes his or her fire gems to bid 415 instead of 400 who wins the mercs.
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  #143  
Old October 18th, 2006, 03:33 PM

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Default Re: Patch Improvements

Fever Fetish is still the same cost, but it no longer works on undead. So you actually have to disease a commander to get the benefit.
Of course, you could just start an old age fetish farm of your already diseased commanders.
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  #144  
Old October 18th, 2006, 03:37 PM
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Default Re: Patch Improvements

But then, mightn't a smarter starting strategy for people who know they don't have the money to put out towards mercs (particularly without alchemizing) be just to not bid at all and instead use your money to buy national units?

I agree, though, that it's probably far too much of a no-brainer to hire mercs in the early game. Heck, given their relative cheapness, I tend to default to hiring mercs more often than not simply because of how quickly they arrive. It's perhaps something to be saved for Dom4, but maybe mercenaries should have a delay of a few turns before showing up when first hired or hired away from another nation. Maybe that'd counteract their element of benefit, as I know that I've often felt it a bit cheap to siege a castle and then begin hiring every mercenary band available into that province to quickly blow through the siege.

And hey! It can be up to 8-10 or so research lost, depending on eras or scales.

Okay, okay. You're likely right in that that's not at all "gutting" anything.
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  #145  
Old October 18th, 2006, 04:41 PM
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Default Re: Patch Improvements

Quote:
JaydedOne said:
Are the various gem-producing items even still in the game? I don't recall seeing them...
Yes, they're almost unchanged I think (except for clams that require nature gems)
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  #146  
Old October 18th, 2006, 04:48 PM
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Default Re: Patch Improvements

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No, there's no reason not to cast it, just as there's no reason not to cast mirror image, mistform, body ethereal, personal luck, astral shield, personal regeneration, fire shield etc.
youre right, but body ethereal is useless later on when lots of guys have magical weapons, the same with mistform. Personal luck on the other hand is also a no-brainer, personal reg is useful also fireshield, but the latter 2 are not overpowered at all.
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  #147  
Old October 18th, 2006, 04:49 PM
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Default Re: Patch Improvements

And Fever fetished are very unpredictable in how often they generate a fire gem. I believe the more afflictions a unit has the more likely a gem will be produced. Testing on some units with recuperation I was averaging 1 gem every 3 to 4 turns.
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  #148  
Old October 18th, 2006, 04:53 PM
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Default Re: Patch Improvements

Quote:
Manuk said:
youre right, but body ethereal is useless later on when lots of guys have magical weapons, the same with mistform. Personal luck on the other hand is also a no-brainer, personal reg is useful also fireshield, but the latter 2 are not overpowered at all.
I've killed more than 50 vine ogres in a single battle using only a dragon with fire shield. Does that make it overpowered?
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  #149  
Old October 18th, 2006, 05:03 PM
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Default Re: Patch Improvements

UPDATED: 10/18/2006 More updates added, eventually everyones request will be added. This topic to save work/time for Illwinter.

Any post placed here requesting a feature will eventually be added to the original 1st or 2nd post providing Illwinter a quick one stop place for feature improvements.

Please NOTE: Post your approval for suggestions others listed which you find important.
I will update the original topic allowing the developers to see which are in greatest demand.
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  #150  
Old October 18th, 2006, 05:07 PM
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Default Re: Patch Improvements

Quote:
I've killed more than 50 vine ogres in a single battle using only a dragon with fire shield. Does that make it overpowered?
would you have done the same to 50 abyssian infantry?
(end of replys)
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